Memories usually seem to consist of our best and worse times. The bad memories, no matter how hard we try to forget about them, they just seem to have a way of crawling back up to the surface. The danger with those is allowing them to dictate the choices we make in the future for fear of a repeat, making us sometimes miss out on great opportunities. On the flip side, good memories are the ones we like to revisit. But just like bad memories, they can be dangerous. When we dwell too much on the past, we fail to appreciate the present for what it is and constantly compare anything we get to what once was. So the question you have to ask yourself is was the past really all that great?
There are a number of things that make something great, often a combination of the right elements at the right time. But put that same something in a different setting or at a different time, and it may very well turn out not to be so great after all.
As a child, there was this great big park a block away from my house where I used to play with my brothers. It was huge! And there was this great river running through it surrounded by swings and slides and all sorts of fun things for children to play with. My brothers would tease me all the time, threatening to throw me in the river. The river was so wide and so deep, surely I would have drowned!
I was about 6 yo when we moved from that house. In my early 20s, I was driving by the area and decided to do a little detour by the park I so fondly remembered. When I got there, at first I thought I was at the wrong place. You see, the huge park that I remembered was really a small park on the corner of the street. The great big river was a small pond that ran through it. It was barely a meter wide and maybe 2 feet deep. There were 2 slides, a sand square, 2 sets of swings and a couple benches.
I was sad and disappointed to see it with my grown up eyes. As a child, it had been a great almost mythical place. As an adult, it was just small, bland and dated. I wish I had not gone back. I wish I would have just kept the wonderful memory of it and not today's reality of it.
People often say "I wish we could go back to when..." thinking they would be happier if they did. This is especially true in UO. Like many players, I wasn't happy with AoS and I had mixed feelings about Renaissance. But would I really be happier on a pre-AoS, pre-Pub 16 or pre-Renaissance shard? On some fronts yes, on others hell no! Globally? I don't know.
The old days were great, no question about that. But it wasn't just the game mechanics that made it great. It was mostly the people, the different mentality, the different era. Times change, people change and expectations change. It took me months pre-Power Hour to GM Mining, and that was with me mining every night for hours non-stop. I won't even talk about how long it took for smithing and lockpicking. I loved the difficulty then, but I would hate to go through that today. I was never fond of having to use reagents to cast spells. I cannot bear the thought of going back to no LRC. But I miss the Seers and Counselors, the slew of player run towns and RPers galore of old. More importantly, I miss the people who have now moved on to other things.
Bottomline, you shouldn't live in the past. It's ok to learn from the mistakes of the past and take some of the good from it, but not dwell on it. You HAVE to look to the future and you have to evolve into something else, and hopefully something better. If you wish for the past long and hard enough, you may just get it. But once you do, you will likely realize it really wasn't what you thought it would be and all you will have accomplished is tarnish and maybe even shatter the fond memory you once had.
Friday, November 28, 2008
Monday, November 17, 2008
Recipes
Ever noticed how every time a new game comes out, a new feature gets added or a new expansion is released, people always go "OMG, they just copied/ripped this off of (insert copied game here)!!" ? I know I've done it a few times myself but recent events made me rethink the matter.
Every time we do a new publish, some players always find a way to look at the Clilocs to get some spoilers as to what is upcoming. Sometimes, what they see is indeed new content, but sometimes they just see work in progress or internal stuff that will never get in the game. In that specific instance, they saw a new reward I was working on for a future publish. Someone made a comment on the board about it being a rip from World of Warcraft. My initial reaction was "huh?!" but after further thought, I could see how that player would think that.
But while WoW indeed has something similar, this reward was simply a beefed up version of a UO item that existed long before anyone ever heard of WoW. The change is essentially increasing its duration and the buff it provides, making it useful again. So why did the player consider it a WoW rip off? Because the current UO version didn't keep up with the evolution of the game and is obsolete at the moment (hence the revamp it's getting). The majority of UO players isn't even aware it exists while the WoW version is a commonly used item. You could almost say WoW made that type of item popular.
So would it be fair to say that WoW copied its version from UO? Maybe, maybe not. I would lean towards probably not. In truth, how do you determine who rips off of who? Who had the original idea of whatever?
Most games could be called a rip off of an older game. What RPG didn't steal something from D&D? What FPS didn't take from Doom or Duke Nukem? What sand box didn't copy from GTA? Which came first? The chicken or the egg? Does it even matter? A perfectly roasted chicken is just as good as a nice omelet. I wouldn't put chicken in my bowl of cereals, but I wouldn't make a cake without eggs.
There are only so many ingredients to go around. And any way you cut it, there will always be flour and eggs in a cake. Regardless of the amount or type of flour, you will put some in. Whether you put icing on the cake or not, is up to the cook. Replacing the cherries by strawberries in a black forest cake doesn't make it a strawberry shortcake. But you have to ask yourself if the strawberries really belong there or are they just going to go by unnoticed, buried by the overwhelming flavors of the other ingredients.
In the end, the ingredient itself doesn't matter as much as what it's being used for and where. As long as it makes sense, tastes good and doesn't transform your cake into something it wasn't meant to be, then go for it.
Every time we do a new publish, some players always find a way to look at the Clilocs to get some spoilers as to what is upcoming. Sometimes, what they see is indeed new content, but sometimes they just see work in progress or internal stuff that will never get in the game. In that specific instance, they saw a new reward I was working on for a future publish. Someone made a comment on the board about it being a rip from World of Warcraft. My initial reaction was "huh?!" but after further thought, I could see how that player would think that.
But while WoW indeed has something similar, this reward was simply a beefed up version of a UO item that existed long before anyone ever heard of WoW. The change is essentially increasing its duration and the buff it provides, making it useful again. So why did the player consider it a WoW rip off? Because the current UO version didn't keep up with the evolution of the game and is obsolete at the moment (hence the revamp it's getting). The majority of UO players isn't even aware it exists while the WoW version is a commonly used item. You could almost say WoW made that type of item popular.
So would it be fair to say that WoW copied its version from UO? Maybe, maybe not. I would lean towards probably not. In truth, how do you determine who rips off of who? Who had the original idea of whatever?
Most games could be called a rip off of an older game. What RPG didn't steal something from D&D? What FPS didn't take from Doom or Duke Nukem? What sand box didn't copy from GTA? Which came first? The chicken or the egg? Does it even matter? A perfectly roasted chicken is just as good as a nice omelet. I wouldn't put chicken in my bowl of cereals, but I wouldn't make a cake without eggs.
There are only so many ingredients to go around. And any way you cut it, there will always be flour and eggs in a cake. Regardless of the amount or type of flour, you will put some in. Whether you put icing on the cake or not, is up to the cook. Replacing the cherries by strawberries in a black forest cake doesn't make it a strawberry shortcake. But you have to ask yourself if the strawberries really belong there or are they just going to go by unnoticed, buried by the overwhelming flavors of the other ingredients.
In the end, the ingredient itself doesn't matter as much as what it's being used for and where. As long as it makes sense, tastes good and doesn't transform your cake into something it wasn't meant to be, then go for it.
Saturday, November 1, 2008
Thine Medicine...
When I interviewed to enter the design program at the Ubisoft Campus, one of the interviewers asked me what, in my opinion, makes a good designer. And I remember the first thing I said was that the designer must play his own game. That obviously wasn't the only criteria, but to me, that's always been one of the, if not THE most important factors.
You shouldn't only play your own game because other games significantly broadens your horizons. But not playing your own game not only disconnects you from the game itself, but from the community as well. MMOs have a way of taking a life of their own because so many minds, so many playstyles come together and lead it in a path very often unexpected. But beyond that, what looks good on paper, what seems cool on your stand alone, what's pretty darn easy when you're running around in God mode (and even when you turn it off), is often a whole different story on a live server.
Reading comments from players is nothing like experimenting it yourself. Sometimes, you see players complaining about the way this or that was implemented and your initial reaction is to debate whether to pull out a violin or hand them a box of tissues. You go try it out with a regular account and go "yup, forget the tissues, let's send them some cheese and maybe even crackers" if you're in a generous mood. But other times, you try it and go holy cow!! Too many mobs, not enough mobs, mobs too hard, mobs ridiculously easy, drop rate insanely high, drop rate infuriatingly low, grief potential galore, etc.
There is nothing more revealing than walking into someone else's shoes even if only for a short while. That frustration, you lived it first hand. You understand it. I got pissed off (I mean cussing up a storm pissed off!!) fighting one of my own creations. And I thought to myself: "hey stupid, guess what you will do better next time?" And the thing is, what frustrated me the most isn't even what players have complained about on the forums. But in game, I experimented it first hand and witnessed players being aggravated as well. And if not for that, I never would have known the flaws of that design.
And that is the most invaluable information that no forum, book, article, poll or fancy pants theory can ever give you. You have to be there on the field and take that experience into consideration on your next project. It won't necessarily make you a good designer, but it sure as hell will help you at least be a better one.
You shouldn't only play your own game because other games significantly broadens your horizons. But not playing your own game not only disconnects you from the game itself, but from the community as well. MMOs have a way of taking a life of their own because so many minds, so many playstyles come together and lead it in a path very often unexpected. But beyond that, what looks good on paper, what seems cool on your stand alone, what's pretty darn easy when you're running around in God mode (and even when you turn it off), is often a whole different story on a live server.
Reading comments from players is nothing like experimenting it yourself. Sometimes, you see players complaining about the way this or that was implemented and your initial reaction is to debate whether to pull out a violin or hand them a box of tissues. You go try it out with a regular account and go "yup, forget the tissues, let's send them some cheese and maybe even crackers" if you're in a generous mood. But other times, you try it and go holy cow!! Too many mobs, not enough mobs, mobs too hard, mobs ridiculously easy, drop rate insanely high, drop rate infuriatingly low, grief potential galore, etc.
There is nothing more revealing than walking into someone else's shoes even if only for a short while. That frustration, you lived it first hand. You understand it. I got pissed off (I mean cussing up a storm pissed off!!) fighting one of my own creations. And I thought to myself: "hey stupid, guess what you will do better next time?" And the thing is, what frustrated me the most isn't even what players have complained about on the forums. But in game, I experimented it first hand and witnessed players being aggravated as well. And if not for that, I never would have known the flaws of that design.
And that is the most invaluable information that no forum, book, article, poll or fancy pants theory can ever give you. You have to be there on the field and take that experience into consideration on your next project. It won't necessarily make you a good designer, but it sure as hell will help you at least be a better one.
Sunday, October 26, 2008
The Rift
Now that we've survived the madness of Publish 56, I'm back to ramble some more. Except this time it will definitely qualify as a rant because this past few weeks have just made this issue all the more obvious, at least for me.
We often hear or talk about how people change once they get a promotion, become famous, become rich or end up in a position of power. We also often smirk at artists who say "I'm still the same person that grew up in the projects! I'm still real!" as they fire their maid for folding their hand towel to the left instead of to the right. But while there is no question that success (in whatever form it may come) sometimes gets to the head of whoever achieved it, it is often the friends and close circle of people who are negatively changed the most by it.
You win the lottery, everyone suddenly expects you to constantly shower them with lavish presents or pick up the tab every single time you go out. And it better not be in that old run down diner you guys have been going to every Friday night like clockwork for the past 10 years. You're rich now, so it better be some fancy pants place or you're a Scrooge. To hell with tradition, to hell with the fact that the good old simplicity and casual routine was what you looked forward to every week and what kept you grounded. They want to live the lavish life through you, and as a good friend you should indulge them, no matter what the cost to you.
You got your big break in Hollywood?! Now everyone and their brother knows that if you are any kind of a real friend, you will somehow get them a small part in your next blockbuster movie. What do you mean you can't get them front row tickets to the Oscars? Did you really try hard enough? And how come you're always so darn busy all the time now? Your friends not good enough for you anymore? Who cares that you have been on set for 12 hours straight and that when you get home you have to learn your lines for next day's shoot?
So you landed a cool job at the White House. Stop making such a big deal about the NDA. Friends don't keep secrets from each other. Like you really risk losing your job if you divulge certain things or behave a certain way... You're just on a power trip, aren't you? It's just a lame excuse not to hang out or share info. Just like you're too important now to discuss the healthcare crisis with them, or any other crisis for that matter. And lets not start with the selfish BS about you having brainstormed all day about said crises and when you come home from work, the last thing you want or need is more brainstorming about it. If every single one of your friends want to contact you one after the other, or simultaneously, be it occasionally or every day to express their views about the state of the economy or vent their frustration about the shortcomings of the government you're working for, you should make yourself available and cater to their needs. (dang that was a long sentence!) And why would you take offense when your friends trash talk the government you work for, your colleagues or the project you're on? It's just a job right? You don't have to take any pride in it... And what kind of a friend doesn't help a friend in need? Ok fine, you don't work for Immigration, but it's still government stuff and you work for the government. Surely you can fix your friend's passport issues...
So my point...
I genuinely believe I'm still the same silly girl with the same silly sense of humor. But over the past 6 months, the number of people I've stopped talking to altogether or that I've distanced myself from (or have distanced themselves from me!) has grown exponentially. The past couple of weeks, a few more were added to the "I cannot be bothered with anymore" list.
My time off is no less sacred than yours. My new job didn't make me your punching bag or a commodity to facilitate you getting what you want. I do not come home from a long day's work just so I can get an earful about how you think all that we're doing sucks. There are forums for that. My R&R time isn't it. I'm not customer service, so even if you cry me a river about your in-game assistance needs, I will tell you "I cannot help you with this" so just page a GM. I have nothing to do with accounts or billing so if you managed to get banned, sucks to be you cuz I'm not bailing you out (not that I could anyways). As I didn't get injected with a superdose of uber knowledge when I got the job, I cannot enlighten you about server side issues because I'm a designer, not an engineer. And since I'm not tech support either, I also cannot tell you why running Vista on your specific machine seems to be causing issues with UOA. In fact, had you seen me struggling to install my new video card on my PC, you wouldn't ask me any tech support advice. And that question you messaged me 20 times about over the last 4 days? You would have gotten the answer in 2 seconds had you Googled it.
To me, a buddy or friend is someone whose companionship and conversations I enjoy. Someone I get to relax and do cool stuff with. And in rougher times, someone who will support me and who I will support in return when needed. The same way they say don't bring your work at home, leave your friends' job out of your relationship. The person who changes the most often isn't the one we think.
We often hear or talk about how people change once they get a promotion, become famous, become rich or end up in a position of power. We also often smirk at artists who say "I'm still the same person that grew up in the projects! I'm still real!" as they fire their maid for folding their hand towel to the left instead of to the right. But while there is no question that success (in whatever form it may come) sometimes gets to the head of whoever achieved it, it is often the friends and close circle of people who are negatively changed the most by it.
You win the lottery, everyone suddenly expects you to constantly shower them with lavish presents or pick up the tab every single time you go out. And it better not be in that old run down diner you guys have been going to every Friday night like clockwork for the past 10 years. You're rich now, so it better be some fancy pants place or you're a Scrooge. To hell with tradition, to hell with the fact that the good old simplicity and casual routine was what you looked forward to every week and what kept you grounded. They want to live the lavish life through you, and as a good friend you should indulge them, no matter what the cost to you.
You got your big break in Hollywood?! Now everyone and their brother knows that if you are any kind of a real friend, you will somehow get them a small part in your next blockbuster movie. What do you mean you can't get them front row tickets to the Oscars? Did you really try hard enough? And how come you're always so darn busy all the time now? Your friends not good enough for you anymore? Who cares that you have been on set for 12 hours straight and that when you get home you have to learn your lines for next day's shoot?
So you landed a cool job at the White House. Stop making such a big deal about the NDA. Friends don't keep secrets from each other. Like you really risk losing your job if you divulge certain things or behave a certain way... You're just on a power trip, aren't you? It's just a lame excuse not to hang out or share info. Just like you're too important now to discuss the healthcare crisis with them, or any other crisis for that matter. And lets not start with the selfish BS about you having brainstormed all day about said crises and when you come home from work, the last thing you want or need is more brainstorming about it. If every single one of your friends want to contact you one after the other, or simultaneously, be it occasionally or every day to express their views about the state of the economy or vent their frustration about the shortcomings of the government you're working for, you should make yourself available and cater to their needs. (dang that was a long sentence!) And why would you take offense when your friends trash talk the government you work for, your colleagues or the project you're on? It's just a job right? You don't have to take any pride in it... And what kind of a friend doesn't help a friend in need? Ok fine, you don't work for Immigration, but it's still government stuff and you work for the government. Surely you can fix your friend's passport issues...
So my point...
I genuinely believe I'm still the same silly girl with the same silly sense of humor. But over the past 6 months, the number of people I've stopped talking to altogether or that I've distanced myself from (or have distanced themselves from me!) has grown exponentially. The past couple of weeks, a few more were added to the "I cannot be bothered with anymore" list.
My time off is no less sacred than yours. My new job didn't make me your punching bag or a commodity to facilitate you getting what you want. I do not come home from a long day's work just so I can get an earful about how you think all that we're doing sucks. There are forums for that. My R&R time isn't it. I'm not customer service, so even if you cry me a river about your in-game assistance needs, I will tell you "I cannot help you with this" so just page a GM. I have nothing to do with accounts or billing so if you managed to get banned, sucks to be you cuz I'm not bailing you out (not that I could anyways). As I didn't get injected with a superdose of uber knowledge when I got the job, I cannot enlighten you about server side issues because I'm a designer, not an engineer. And since I'm not tech support either, I also cannot tell you why running Vista on your specific machine seems to be causing issues with UOA. In fact, had you seen me struggling to install my new video card on my PC, you wouldn't ask me any tech support advice. And that question you messaged me 20 times about over the last 4 days? You would have gotten the answer in 2 seconds had you Googled it.
To me, a buddy or friend is someone whose companionship and conversations I enjoy. Someone I get to relax and do cool stuff with. And in rougher times, someone who will support me and who I will support in return when needed. The same way they say don't bring your work at home, leave your friends' job out of your relationship. The person who changes the most often isn't the one we think.
Thursday, October 2, 2008
Pulling Hair
Two or three years ago, I had one of my most aggravating summers over the griefiest, stupidest thing ever. I came home from work on a very hot summer day, and the minute I opened the door, I was slapped by the most horrendous stench. So I covered my nose thinking "omg, what the heck?!" as I headed straight for the kitchen. That had a very distinctive smell of rotting meat and I figured I had probably forgotten something on the kitchen counter and the extreme heat did a number on it.
Trouble is, get in the kitchen, nothing suspicious in sight. At that point, I'm almost gagging, so I open all the windows and all the doors to let some fresh air inside. Then I methodically search every nook and cranny in the kitchen. I open every cupboard, the fridge, the oven, move both of the latter to make sure nothing fell behind them. Nothing...
The smell clearly seems the strongest around the fridge but despite my best effort, I find nothing. I look through every other room to no avail then back to the kitchen for a 2nd thorough search but nada. At that point I figure maybe it's something from the pipes, but it's too late to call a plumber. He drops by the next day, takes a whiff and goes "nope, that doesn't come from the pipes". There is something decomposing somewhere. But knowing I've checked everywhere, and since I'm gonna pay him anyways, I ask him to have a look through the drains and everything just in case. He does and as he predicted, nothing.
A couple more days of this, including a cancelled dinner because I am just too embarassed to have friends over under these conditions, I suddenly think of checking the dryer's air vent. I remember my mom used to have issues with birds nesting in hers and thought maybe one died in mine or something similar. But nope. This nightmare went on for a few weeks then the smell just faded away on its own, and one day it was gone. While I was happy, I was also really upset and concerned that I never found it because it could very likely resurface at some point in time.
About a month later, the light bulb near the sink area in the kitchen went out. Having a cathedral ceiling, I had to get a small ladder to reach it. So after I removed the ceiling light fixture, I turned to put it on top of the fridge and noticed a small white tray with something dark on it sitting at the far edge of the fridge. I remember saying something in French that could be translated as "are you freaking kidding me?!" but in a very unlady-like fashion.
There it was, a steak I took out one day, while trying to reach something else in the freezer and that somehow got pushed all the way to the back. And I was so angry with myself because I had checked the top of the fridge but didn't climb on anything to see all of it. It was a very big and tall fridge. I just had a quick glance from where I was standing and blindly patted the top as far as my hand could reach which wasn't all that far, despite my 5'8". I mean, to have been this thorough with everything else and so careless with this one... Granted, I NEVER put anything on top of the fridge except for the occasional quick swap of items so I had no reason to expect this and yet...
So you're wondering why the heck am I telling you this? Because to me, bug fixing is a little like that infuriating incident. You are faced with an unpleasant situation and follow your nose to the source. Sometimes, you're lucky: the problem is sitting right there on the counter and you can just dispose of it however is most fitting. Sometimes, it just fell between the stove and counter. Move the stove out of the way, and bye bye problem.
But sometimes, it will be sitting on the far edge of the fridge, at that one place you will never think to look. You know the problem involves the fridge and you'll look inside the fridge, around it, under it, behind it, you'll even empty it and trash everything inside, but you'll never think to look at the back edge. And because sometimes, just like in my incident, its properly wrapped and therefore doesn't leak or trigger any other visible sign that could point you to the back edge. So you'll resort to the most far-fetched and improbable alternative causes, like the pipes and air vent. And it will take a burnt light bulb, sometimes weeks, months or years later for you to finally see where that darn thing was sitting all along.
Trouble is, get in the kitchen, nothing suspicious in sight. At that point, I'm almost gagging, so I open all the windows and all the doors to let some fresh air inside. Then I methodically search every nook and cranny in the kitchen. I open every cupboard, the fridge, the oven, move both of the latter to make sure nothing fell behind them. Nothing...
The smell clearly seems the strongest around the fridge but despite my best effort, I find nothing. I look through every other room to no avail then back to the kitchen for a 2nd thorough search but nada. At that point I figure maybe it's something from the pipes, but it's too late to call a plumber. He drops by the next day, takes a whiff and goes "nope, that doesn't come from the pipes". There is something decomposing somewhere. But knowing I've checked everywhere, and since I'm gonna pay him anyways, I ask him to have a look through the drains and everything just in case. He does and as he predicted, nothing.
A couple more days of this, including a cancelled dinner because I am just too embarassed to have friends over under these conditions, I suddenly think of checking the dryer's air vent. I remember my mom used to have issues with birds nesting in hers and thought maybe one died in mine or something similar. But nope. This nightmare went on for a few weeks then the smell just faded away on its own, and one day it was gone. While I was happy, I was also really upset and concerned that I never found it because it could very likely resurface at some point in time.
About a month later, the light bulb near the sink area in the kitchen went out. Having a cathedral ceiling, I had to get a small ladder to reach it. So after I removed the ceiling light fixture, I turned to put it on top of the fridge and noticed a small white tray with something dark on it sitting at the far edge of the fridge. I remember saying something in French that could be translated as "are you freaking kidding me?!" but in a very unlady-like fashion.
There it was, a steak I took out one day, while trying to reach something else in the freezer and that somehow got pushed all the way to the back. And I was so angry with myself because I had checked the top of the fridge but didn't climb on anything to see all of it. It was a very big and tall fridge. I just had a quick glance from where I was standing and blindly patted the top as far as my hand could reach which wasn't all that far, despite my 5'8". I mean, to have been this thorough with everything else and so careless with this one... Granted, I NEVER put anything on top of the fridge except for the occasional quick swap of items so I had no reason to expect this and yet...
So you're wondering why the heck am I telling you this? Because to me, bug fixing is a little like that infuriating incident. You are faced with an unpleasant situation and follow your nose to the source. Sometimes, you're lucky: the problem is sitting right there on the counter and you can just dispose of it however is most fitting. Sometimes, it just fell between the stove and counter. Move the stove out of the way, and bye bye problem.
But sometimes, it will be sitting on the far edge of the fridge, at that one place you will never think to look. You know the problem involves the fridge and you'll look inside the fridge, around it, under it, behind it, you'll even empty it and trash everything inside, but you'll never think to look at the back edge. And because sometimes, just like in my incident, its properly wrapped and therefore doesn't leak or trigger any other visible sign that could point you to the back edge. So you'll resort to the most far-fetched and improbable alternative causes, like the pipes and air vent. And it will take a burnt light bulb, sometimes weeks, months or years later for you to finally see where that darn thing was sitting all along.
Tuesday, September 23, 2008
Out On A Limb
Like a lot of people, I was part of a band when I was younger. Did the bar scene, and even scored a few gigs that were significantly more important. Every time I had to step on that stage and grab that mic, those dang butterflies would start playing a football match in my stomach. And it didn't matter how many times we performed, that stage fright would always be there. But fortunately, for me at least, getting the first note out was the hardest. The minute I would sing that first line, the stress would drop and then I would just roll with it. That is when the public enjoyed the show. But when they didn't respond well, that was a whole different story...
Then I grew older and decided I didn't fit the "starving artist" profile. So I moved on behind the scene and watched others perform. As a Stage Manager for nearly 10 years for the Montreal Drum Fest (among others), I got to meet a lot of pretty big names in the showbiz and it always blew my mind to see how nervous some of those really seasoned artists would still get before getting on stage.
And then I became a game designer for a MMO and it feels like I've gone right back to those band days. Back then, I was one of the main composers of the group, did vocals and keys. So every time we performed, I was putting myself out there to be judged both for creativity (song & lyrics) but also as a performer. And it was nerve-wracking because any way you cut it, your creation is a part of you. When it gets rejected, even though you know better, it's hard not to take it to heart. Sometimes it was good material but bad timing. Sometimes it was downright poor material. The hard part is knowing the difference and learning from the mistakes.
When I was working on console games, I compared the profession more to that of a writer, a novelist. You create your fiction, your characters, the world they evolve in with all its rules, however wacky they may be, at your own pace. And once you're ready and you believe you got it right (or marketing puts their foot down!), you bring your "masterpiece" into the world and hope critics will kindly welcome it.
But with a MMO, it's more like being that stand up comedian that must come up with new material on a regular basis, because you just can't keep feeding them the same joke week after week. And every time, you look for that inspiration, that stroke of genius that will make your public go ooooh! aaaaah!! And while you're dreaming of the stand up ovation, all you really think about before you step out on that stage is "please, let it not be boos!"
When I ran player events, I would get nearly sick with nerves in the minutes that preceded it. It's incredible things that you can tell yourself when it's too late to back down: "What the heck was I thinking? This thing sucks!! They will laugh at me! They will say it's lame and retarded! They will (insert other random self-depreciating comment here)". And I would wonder why do I put myself through this? And the answer would always be the same: I just need to create, I need to write, I need to do this. And then the event would take place and it would be well received for the most part (there will always be the disgruntled few), and it made it all worth it.
And now that I do this on a much larger scale, with significantly more people to judge my work, it's all the more terrifying, but at the same time, all the more exciting. And to continue the comparison with a comedian, while my goal is to get them all rolling on the floor laughing themselves to tears, if I can at least get the majority to give me that grin, that giggle and better yet that laughter outburst, then I will have had a good performance.
But regardless of the outcome, I will be right back at my drawing board because, just like the musician, the comedian or the dancer, the "artist" within just need to express himself. (You can translate that as "we're suckers for punishment!")
Then I grew older and decided I didn't fit the "starving artist" profile. So I moved on behind the scene and watched others perform. As a Stage Manager for nearly 10 years for the Montreal Drum Fest (among others), I got to meet a lot of pretty big names in the showbiz and it always blew my mind to see how nervous some of those really seasoned artists would still get before getting on stage.
And then I became a game designer for a MMO and it feels like I've gone right back to those band days. Back then, I was one of the main composers of the group, did vocals and keys. So every time we performed, I was putting myself out there to be judged both for creativity (song & lyrics) but also as a performer. And it was nerve-wracking because any way you cut it, your creation is a part of you. When it gets rejected, even though you know better, it's hard not to take it to heart. Sometimes it was good material but bad timing. Sometimes it was downright poor material. The hard part is knowing the difference and learning from the mistakes.
When I was working on console games, I compared the profession more to that of a writer, a novelist. You create your fiction, your characters, the world they evolve in with all its rules, however wacky they may be, at your own pace. And once you're ready and you believe you got it right (or marketing puts their foot down!), you bring your "masterpiece" into the world and hope critics will kindly welcome it.
But with a MMO, it's more like being that stand up comedian that must come up with new material on a regular basis, because you just can't keep feeding them the same joke week after week. And every time, you look for that inspiration, that stroke of genius that will make your public go ooooh! aaaaah!! And while you're dreaming of the stand up ovation, all you really think about before you step out on that stage is "please, let it not be boos!"
When I ran player events, I would get nearly sick with nerves in the minutes that preceded it. It's incredible things that you can tell yourself when it's too late to back down: "What the heck was I thinking? This thing sucks!! They will laugh at me! They will say it's lame and retarded! They will (insert other random self-depreciating comment here)". And I would wonder why do I put myself through this? And the answer would always be the same: I just need to create, I need to write, I need to do this. And then the event would take place and it would be well received for the most part (there will always be the disgruntled few), and it made it all worth it.
And now that I do this on a much larger scale, with significantly more people to judge my work, it's all the more terrifying, but at the same time, all the more exciting. And to continue the comparison with a comedian, while my goal is to get them all rolling on the floor laughing themselves to tears, if I can at least get the majority to give me that grin, that giggle and better yet that laughter outburst, then I will have had a good performance.
But regardless of the outcome, I will be right back at my drawing board because, just like the musician, the comedian or the dancer, the "artist" within just need to express himself. (You can translate that as "we're suckers for punishment!")
Saturday, September 13, 2008
The Grind
Of all the things in gaming, Grinding is probably one the most annoying things, right next to Griefing. There is nothing I hate more than starting a new character in any MMO and knowing I'm going to spend the next however many days, weeks or months doing the same repetitive, boring thing over and over and over again, ad nauseam and beyond.
Funny thing is, it didn't bother me 11 years ago when I started playing UO. I was a pure crafter and I would spend hours on end, days, weeks just mining the hell out of every mountain in Britannia. And then spending some more hours just making the same armor pieces in the hope of getting that coveted 0.1 skill increase. And boy, was I happy...
Today, the mere thought of training another miner makes my skin crawl. Identically, the prospect of leveling another character in WoW or LOTR or any new/existing MMO is just a big fat turn off for me. Grinding is purely and simply not fun, not when you've been there, done that as much as a majority of seasoned gamers have. It's mind numbing and it keeps us from what we really want to get to: the fun part, the end game PvP or PvM.
I can understand why so many games use the Grind as a training/leveling method. The Wikipedia article actually covers fairly well a lot of those aspects so I will not bother repeating here. The problem for me is that Grinding, imho, is a cop out and fails to fulfill its real purpose which is to train the players.
In many of the Grind games, the training quests can be summed up as 1) go fetch, 2) go deliver, 3) escort, 4) kill X number of, 5) kill X number of to get Y amount of and last but not least 6) gather X amount of. How does any of these make a better warrior, a better priest, a better crafter, etc?
If I'm going to spend an extended amount of time "training" a character, I would expect that by the time I've reached the highest level, I would know how to play that template well, in all its complexity and uniqueness. And if I'm a new player, I would expect that when I'm done training that character, I would have a good understanding of the game world in which it takes place.
My first WoW character was a holy priest. As such, you would think the "Grind" would be focused on my class and require me to perform tasks in keeping with the role I would be playing during raids. So why have me kill thousands and thousands of mobs for weeks when I will hardly ever be doing that in the end? A little bit of it doesn't hurt, but putting me in situations where I had to manage my shackles, fears, fade, lifting debuffs and diseases, the whole while keeping larger and larger numbers of NPCs and myself alive in increasingly difficult environments would have helped me become a better healer. Wacking 30 panters, 30 Raptors and 30 Tigers does not.
But one of the First Aid quests portrays well what I consider a class/profession appropriate quest. If I recall properly, it's in Theramore where an NPC physician gives you special bandages and you have to heal a number of wounded soldiers ranging from mildly to critically injured. You barely have any time to think as you must quickly assess who most urgently needs your assistance because the critically will die fast. If you let more than a certain of your patients die, you fail the quest.
In UO, our training is also a Grind. But our world is so complex that even veteran players often forget a lot of the mechanics actually available to them. Some other tools are simply not used because players aren't used to them, don't understand their importance or are uncomfortable handling them. If they had been made part of their daily routine through training, they wouldn't be so alien to them. It would also be a good way to teach players, newbie and veterans alike, about the world they live in and make them familiar with things they may have forgotten or never known about.
Any fighter/hunter template should be taught the specials and abilities specific to their class. You're a mage? Then your quests/training should require you to demonstrate you have mastered the use of your spells according to your level: curing/healing self or 1+ other(s) (could be something similar to the WoW First Aid quest), Fielding (you must keep a certain creature from reaching a certain location for a preset amount of time using e-field or para fields. At higher levels, you may also need to keep an NPC alive by healing/curing and casting walls to prevent enemies from casting on him), Dispelling (enemy fields or summons to make your way to/escape from some area), etc. If you're an archer or a dexxer, have quests with objectives that force you to use your various specials/weapons, from dismounts, to mortal, to moving shots, to chugging (arm/disarm macros), to healing or cross-healing using bandages, spells... And while at it, quests that show you were you can gather arrows, bandages, etc.
Crafters, such as tailors, should gain skills/experience from gathering the raw materiel (picking cotton in fields, sheering sheeps, gathering leather...), transforming those materials into cloth with the spinning wheels and looms. Have objectives that range from creating dyes (we need that!), dying specific items, crafting/enhancing others, and (if I had my way!) forced out into danger zones to harvest magic resources directly off the back of live boss monsters.
If training/leveling was more oriented towards teaching players how to play the characters they made instead of making them read play guides, I strongly believe it would be seen as less of a chore and definitely not a Grind.
Funny thing is, it didn't bother me 11 years ago when I started playing UO. I was a pure crafter and I would spend hours on end, days, weeks just mining the hell out of every mountain in Britannia. And then spending some more hours just making the same armor pieces in the hope of getting that coveted 0.1 skill increase. And boy, was I happy...
Today, the mere thought of training another miner makes my skin crawl. Identically, the prospect of leveling another character in WoW or LOTR or any new/existing MMO is just a big fat turn off for me. Grinding is purely and simply not fun, not when you've been there, done that as much as a majority of seasoned gamers have. It's mind numbing and it keeps us from what we really want to get to: the fun part, the end game PvP or PvM.
I can understand why so many games use the Grind as a training/leveling method. The Wikipedia article actually covers fairly well a lot of those aspects so I will not bother repeating here. The problem for me is that Grinding, imho, is a cop out and fails to fulfill its real purpose which is to train the players.
In many of the Grind games, the training quests can be summed up as 1) go fetch, 2) go deliver, 3) escort, 4) kill X number of, 5) kill X number of to get Y amount of and last but not least 6) gather X amount of. How does any of these make a better warrior, a better priest, a better crafter, etc?
If I'm going to spend an extended amount of time "training" a character, I would expect that by the time I've reached the highest level, I would know how to play that template well, in all its complexity and uniqueness. And if I'm a new player, I would expect that when I'm done training that character, I would have a good understanding of the game world in which it takes place.
My first WoW character was a holy priest. As such, you would think the "Grind" would be focused on my class and require me to perform tasks in keeping with the role I would be playing during raids. So why have me kill thousands and thousands of mobs for weeks when I will hardly ever be doing that in the end? A little bit of it doesn't hurt, but putting me in situations where I had to manage my shackles, fears, fade, lifting debuffs and diseases, the whole while keeping larger and larger numbers of NPCs and myself alive in increasingly difficult environments would have helped me become a better healer. Wacking 30 panters, 30 Raptors and 30 Tigers does not.
But one of the First Aid quests portrays well what I consider a class/profession appropriate quest. If I recall properly, it's in Theramore where an NPC physician gives you special bandages and you have to heal a number of wounded soldiers ranging from mildly to critically injured. You barely have any time to think as you must quickly assess who most urgently needs your assistance because the critically will die fast. If you let more than a certain of your patients die, you fail the quest.
In UO, our training is also a Grind. But our world is so complex that even veteran players often forget a lot of the mechanics actually available to them. Some other tools are simply not used because players aren't used to them, don't understand their importance or are uncomfortable handling them. If they had been made part of their daily routine through training, they wouldn't be so alien to them. It would also be a good way to teach players, newbie and veterans alike, about the world they live in and make them familiar with things they may have forgotten or never known about.
Any fighter/hunter template should be taught the specials and abilities specific to their class. You're a mage? Then your quests/training should require you to demonstrate you have mastered the use of your spells according to your level: curing/healing self or 1+ other(s) (could be something similar to the WoW First Aid quest), Fielding (you must keep a certain creature from reaching a certain location for a preset amount of time using e-field or para fields. At higher levels, you may also need to keep an NPC alive by healing/curing and casting walls to prevent enemies from casting on him), Dispelling (enemy fields or summons to make your way to/escape from some area), etc. If you're an archer or a dexxer, have quests with objectives that force you to use your various specials/weapons, from dismounts, to mortal, to moving shots, to chugging (arm/disarm macros), to healing or cross-healing using bandages, spells... And while at it, quests that show you were you can gather arrows, bandages, etc.
Crafters, such as tailors, should gain skills/experience from gathering the raw materiel (picking cotton in fields, sheering sheeps, gathering leather...), transforming those materials into cloth with the spinning wheels and looms. Have objectives that range from creating dyes (we need that!), dying specific items, crafting/enhancing others, and (if I had my way!) forced out into danger zones to harvest magic resources directly off the back of live boss monsters.
If training/leveling was more oriented towards teaching players how to play the characters they made instead of making them read play guides, I strongly believe it would be seen as less of a chore and definitely not a Grind.
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